Symposium on Interactive 3D Graphics and Games 2020
DOI: 10.1145/3384382.3384524
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RANDM: Random Access Depth Map Compression Using Range-Partitioning and Global Dictionary

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Cited by 1 publication
(2 citation statements)
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“…In addition, the ability of the UNCC algorithm decoding blocks individually allows reconstruction of the depth map by sharing only the plane metadata between the frontend and the backend. It is noted that it takes an average of 1.24 s to decode a single block from the compressed depth image which is comparable to Pratapa et al [ 38 ] who present a random access compression technique on individual depth frames. This allows the possibility to further decrease the bandwidth of the computation load on both the frontend and the backend in future work.…”
Section: Experiments and Resultsmentioning
confidence: 68%
See 1 more Smart Citation
“…In addition, the ability of the UNCC algorithm decoding blocks individually allows reconstruction of the depth map by sharing only the plane metadata between the frontend and the backend. It is noted that it takes an average of 1.24 s to decode a single block from the compressed depth image which is comparable to Pratapa et al [ 38 ] who present a random access compression technique on individual depth frames. This allows the possibility to further decrease the bandwidth of the computation load on both the frontend and the backend in future work.…”
Section: Experiments and Resultsmentioning
confidence: 68%
“…Wildeboer et al [ 37 ] present an H.264 based scheme to compress depth maps from a video sequence. Pratapa et al [ 38 ] present a random-access depth compression algorithm that generates a compressed depth image by partitioning the scene into three parts and processing each part independently.…”
Section: Related Workmentioning
confidence: 99%